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98 lines
5.6 KiB
98 lines
5.6 KiB
using UnityEditor.Rendering.HighDefinition;
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using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
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namespace UnityEngine.Rendering.HighDefinition
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{
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internal static class DecalAPI
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{
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internal static void SetupCommonDecalMaterialKeywordsAndPass(Material material)
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{
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bool affectsMaskmap = false;
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affectsMaskmap |= material.HasProperty(kAffectMetal) && material.GetFloat(kAffectMetal) == 1.0f;
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affectsMaskmap |= material.HasProperty(kAffectAO) && material.GetFloat(kAffectAO) == 1.0f;
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affectsMaskmap |= material.HasProperty(kAffectSmoothness) && material.GetFloat(kAffectSmoothness) == 1.0f;
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CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_ALBEDO", material.HasProperty(kAffectAlbedo) && material.GetFloat(kAffectAlbedo) == 1.0f);
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CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_NORMAL", material.HasProperty(kAffectNormal) && material.GetFloat(kAffectNormal) == 1.0f);
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CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_MASKMAP", affectsMaskmap);
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// Albedo : RT0 RGB, A - sRGB
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// Normal : RT1 RGB, A
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// Smoothness: RT2 B, A
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// Metal: RT2 R, RT3 R
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// AO: RT2 G, RT3 G
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// Note RT3 is only RG
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ColorWriteMask mask0 = 0, mask1 = 0, mask2 = 0, mask3 = 0;
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if (material.HasProperty(kAffectAlbedo) && material.GetFloat(kAffectAlbedo) == 1.0f)
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mask0 |= ColorWriteMask.All;
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if (material.HasProperty(kAffectNormal) && material.GetFloat(kAffectNormal) == 1.0f)
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mask1 |= ColorWriteMask.All;
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if (material.HasProperty(kAffectMetal) && material.GetFloat(kAffectMetal) == 1.0f)
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mask2 |= mask3 |= ColorWriteMask.Red;
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if (material.HasProperty(kAffectAO) && material.GetFloat(kAffectAO) == 1.0f)
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mask2 |= mask3 |= ColorWriteMask.Green;
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if (material.HasProperty(kAffectSmoothness) && material.GetFloat(kAffectSmoothness) == 1.0f)
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mask2 |= ColorWriteMask.Blue | ColorWriteMask.Alpha;
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material.SetInt(HDShaderIDs._DecalColorMask0, (int)mask0);
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material.SetInt(HDShaderIDs._DecalColorMask1, (int)mask1);
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material.SetInt(HDShaderIDs._DecalColorMask2, (int)mask2);
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material.SetInt(HDShaderIDs._DecalColorMask3, (int)mask3);
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bool enableDBufferPass = ((int)mask0 + (int)mask1 + (int)mask2 + (int)mask3) != 0;
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bool enableForwardEmissivePass = material.HasProperty(kAffectEmission) && material.GetFloat(kAffectEmission) == 1.0f;
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// Disable the passes that aren't needed
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// We have to check that the passes can be found on the material before touching them
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// This is important because in some cases, HDRP validation code may be run before HDRP initialization
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// This happens when importing with clean Library a project that needs to run the material upgrader
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// Consequence is that Shader.globalRenderPipeline is not set so FindPadd will ignore passes marked with HDRP tag
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// So in this code, we have to assume that even if we don't find a pass, it may still exist
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if (material.FindPass(HDShaderPassNames.s_DBufferMeshStr) != -1)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DBufferMeshStr, enableDBufferPass);
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if (material.FindPass(HDShaderPassNames.s_DBufferProjectorStr) != -1)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DBufferProjectorStr, enableDBufferPass);
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if (material.FindPass(HDShaderPassNames.s_DecalMeshForwardEmissiveStr) != -1)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DecalMeshForwardEmissiveStr, enableForwardEmissivePass);
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if (material.FindPass(HDShaderPassNames.s_DecalProjectorForwardEmissiveStr) != -1)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DecalProjectorForwardEmissiveStr, enableForwardEmissivePass);
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if (material.FindPass(HDShaderPassNames.s_DecalAtlasProjectorStr) != -1)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DecalAtlasProjectorStr, true);
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// Set stencil state
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material.SetInt(kDecalStencilWriteMask, (int)StencilUsage.Decals);
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material.SetInt(kDecalStencilRef, (int)StencilUsage.Decals);
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// Set render queue
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var renderQueue = -1;
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if (material.HasProperty(HDShaderIDs._DrawOrder))
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renderQueue = (int)RenderQueue.Geometry + material.GetInt(HDShaderIDs._DrawOrder);
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material.renderQueue = renderQueue;
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// always instanced
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material.enableInstancing = true;
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}
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// All Validate functions must be static. It allows to automatically update the shaders with a script if code changes
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internal static void ValidateMaterial(Material material)
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{
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// Setup color mask properties
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SetupCommonDecalMaterialKeywordsAndPass(material);
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CoreUtils.SetKeyword(material, "_COLORMAP", material.GetTexture(kBaseColorMap));
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CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap));
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CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
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CoreUtils.SetKeyword(material, "_EMISSIVEMAP", material.GetTexture(kEmissiveColorMap));
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if (material.GetFloat(kUseEmissiveIntensity) == 0)
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material.SetColor(kEmissiveColor, material.GetColor(kEmissiveColorHDR));
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else
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material.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR();
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}
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}
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}
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